Jdsgames
Jdsgames
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@Orion said:
1% is irrelevant. Even on the longest interaction in the game (generator repair, 80 seconds), it would only increase it by 0,808... seconds. 3%, 4%, 6%, and 7% are the same, with increases of 2,5 seconds, 3,3... seconds, 5 seconds, and 6 seconds, respectively.
Concept numbers are just ideas. I was thinking if combined with thanataphobia it might be too strong.
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Yeah this is the last perk I would be complaining about tbh.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/577218#Comment_577218
That's exactly my point, why would I want another Trapper in the game? Knowing already that the devs will butcher her in exchange for the ultra super powerful 115%.
And I even like Trapper.
But she won't look like trapper after a rework, she'll look like that abomination that some people call "killer" named Legion or something.
The fact of the matter I was pointing out they are both base 115 and not even comparable in terms of map pressure and chase pressure. Since Huntress is mid-tier between them both a slight nerf and buff to 115% to compensate would keep her mid-tier. There is no need for drastic change. Therefore Base 115% for all killers being a balance line for speed does not break the game any. Therefore any above slight nerfs to a killer gaining 115% is uncalled for. Legion, is different his mechanic made downing quicker than nurse. Not only that if he couldn't land more hits they always bled out. It simply was two broken mechanics they made beyond too weak since the reasoning of their existence to begin with was foolish. There was no realistic way to balance old legion without letting these exploits exist.
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@Horus said:
https://forum.deadbydaylight.com/en/discussion/comment/577225#Comment_577225
How dare logic and reason dictate everything
I know right!
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@Horus said:
https://forum.deadbydaylight.com/en/discussion/comment/577185#Comment_577185
It should be 4 maps a year and if they cant change it entirely the maps changes from scottjunds video would be good bandaid fixes
As of this year it is suppose to be two new maps and two reworks. Following logic it would be 3 years.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/577118#Comment_577118
Imagine u have 4 hatches. U down someone, someone else insta heals him up. 1 hatched left, u hit him again and the what? Go reload and let him escape? Good job lad.
Also this idea is originally from @ScottJund. He is one of the best Huntress players, if not the best. If he suggests this he knows what he is talking about.
Just because the player is good at a character. Doesn't mean they are fit to balance them all the time. Although, it is a reasonable change it shouldn't be taken like holy sacred text either.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/577200#Comment_577200
I don't know man. I really don't believe in Santa anymore.
I guess I feel I'm doing decently enough on most maps (except Haddonfield and Lery's of course), so I keep my "faster wind-up, more lockers, stolen tippy-toes idea" stance, instead of watching her turn into another 115% with a ton of drawbacks.
Look at Trapper that is base 115 vs Billy that is base 115.
Tell me how they are similar in balance? They simply are not.
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/577191#Comment_577191
The difficult part is convincing the devs the value of 5% extra MS. Your reasoning only describes the Huntress, and that's reasonable because she is mid-tier. Not the rest of the sub-115% ms Killers.
If we're talking about just Huntress, I'm fine with Huntress getting 115% ms base speed. On the flip side, I think she should start at 115% and lose ms as she goes down in hatchets. Missing hatchets should be punished and retaining ms for being accurate is fair. By losing 1% ms per hatchet missed, she would be forced to reload or be powerless with low speed if she missed/used too many, just like now.
It gives all killers at base the same map pressure. Instead of trying to buff perks in order to make lesser killers more balanced which turn higher tier killers god tier. Make a natural base base kit. As the tool tips says. All killers are similar at base (Lie) but their power makes them different. Follow your own 'game lore.' 115% should be a balance point. The only two killers as of now that shouldn't get this is Myers, and nurse. Nurse because nurse is way above the balanced mark. Then myers, I really don't know how to work it with his power. I don't have a reasonable way to change it.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/577187#Comment_577187
I kind of agree with you, but being realistic, they won't trade 1 single hatchet for 115%, I already know that.
They will Legion the crap out of her if they give her the "almighty" 115%, which would turn her into a useless killer. They will add cooldowns, take 3 hatchets away, and give her a stun and a blackout after every throw.
See, this where we need to acknowledge that this is a mis-balance issue on the devs side. Killers want killers to be stronger, survivors want a chance, however, nobody wants to meet in the middle. A hatchet, and a slight cooldown between throws for 115% is balanced. The killer stays mid-tier and we can see how rework of maps treats her. It would be a Quality of Life change.
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/577156#Comment_577156
I don't know you, so don't take it personally.
I read your suggestion. It's the same methodology the devs used for Legion. You are missing the fact that they take 115% ms as a huge asset and neuter powers in exchange.
The only 115% ms Killer that has a strong power is Billy and arguably Myers. Meanwhile, Huntress is the only 110% that is mid tier. Spirit, Hag, and Nurse getting 115% will be oppressive without severely nerfing their powers.
@Visionmaker I think you assume I take the devs perspective. I don't although, I agree Legion was damn near broken with moonwalking. A buff to speed needs to be compensated. She gains map and chase pressure in exchange for a minor nerf. This can be a hatchet taken away or a slight increase of cooldown between hatchet throws. She is losing pressure with the added LOS blockers the boost would help her more. I do not believe killers need to be neutered to gain a slight buff. I do not agree with oh we boosted speed 5% let's take away two hatchets, a leg, and your ability to use bloodlust. I believe all killers should be mid-tier and the survivor sided of maps need to go to be balanced. The methodology of having S-tier killers to compensate Survivor sided maps is not right either.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/577161#Comment_577161
No nerfs please.
What about keeping her normal 110% ms but increasing her hatchet wind-up moving speed to 100%?
I do not advocate for overpowerable mechanics. I play huntress enough to tell you if she had base 115% she could take a slight nerf. As I suggested a single hatchet loss. That or a slightly longer cooldown between throws.
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@Horus said:
Nah there reworking all maps to make shorts loop so maps like ironworks are gonna be gone with there long loops
Expected finish date is 3 years. Assuming 2 maps a year.
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@Vampy said:
just use an onscreen crosshair addon for your monitor (not the game)
You'll have picture perfect ax throws every damn time
Honestly, if you can prove someone did this it should be simply bannable. Git gud really applies it is not hard.
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@AetherBytes said:
Can we get a tweak to huntress to give her 115% and see how it does on the PTB?
I think we would see similar to billy rev behind you with huntress hatchets. A balance nerf would need to be tested as well.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/75443/huntress-115-movement-speed
Really I would prefer her 20 meter terror radius and 25 meter hum combined to a 32 meter terror radius with the hum for sound.
It is a 40 meter hum. However, again nice suggestion. Although, I think with the non-directional. If you are good at finding sneaky survivors this worked in your favor.
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/577133#Comment_577133
Yeah... turn Spirit, Nurse, Huntress, and Hag into Legion...
"their powers tweaked to compensate." @Visionmaker since you seem to enjoy putting everything I post down. Why not read the entire suggestion?
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@Condorloco_26 said:
I don't see it happening. Because they would nerf her in some ridiculous way to "compensate".
Better buff her via adding lockers to every map.
And there was a suggestion some time ago (sorry for not remembering who had the idea), to let her stand on the tip of her toes to throw over some of those nasty waist high obstacles, pressing the secondary ability button/key. I found that idea quite interesting, really.
They seem to be designing maps with stealth and hiding yourself in the newest maps (Badham) rather than loop for days. If you are gonna buff stealth and make more LOS blockers and other things her base speed being increased with slight nerf to power (-1 hatchet) or something. Would make the killer all around balanced. What penalty does billy have currently? a instant down saw than can speed across the map at what 200% movement speed? Vs a killer who can aim a projectile long range with a chance of it hitting.
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All killers should have base 115% movement speed and their powers tweaked to compensate. There is no reason we should attempt to balance or play around different speeds. It limits map design and killer potential.
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@Exerlin said:
Possibly. The only problem I can see is survivors trying to hide their auras with gens. Being able to change the survivor aura to one that's a completely different color than the generator auras would give killers than tinker with their settings an advantage over those that don't. If there were colorblind accessibility options that changed both auras from red to green/blue, that would be fine, but I don't think that people should be able to change everything separately.
Yes, but that is exploiting the knowledge that gen auras can block you. The point of aura perks is to show killer location. How do killers hide their aura from you? Again just because it is in the game doesn't mean it should be. I brought an aura perk to see auras. I expect it to function and not be counter-played by something I can't disable. (Gen Auras)
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/577083#Comment_577083
I've never prestiged any killer, so maybe that has something to do with it? I mean, I've been hoarding those things from day 1 without losing a single one.
Prestige is suppose to increase rarity. LOL I am P3 on mostly everything and I think it is a lie.
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Yes, this would be decent. That or split auras up.
So we can say:
Survivors - Blue
Totems - Green
Gens - Red
Something that distinguishes the color for people. This would reduce the blendette of auras. Same with White on Ormond.
@Peanits thoughts?
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@Condorloco_26 said:
Since almost everyone is doing this right now on every single match, I think it's time to take the dust off those total 250 or so ebony mories across all my killers.
@Condorloco_26 lucky I can't seem to get higher than greens items in my bloodwebs.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/577059#Comment_577059
Lol I am just telling people a strategy that works to escape lmao there is no hatch standoff so EGC is still doing it's job. The fact that you think that a gate should light up before it's 30% done is funny. Also why insult me?
I did not mean to insult you. It was either cut the sentence or leave it a run-on. Simply put distance of the gates for the most part makes the killer lose. Ontop of 'Oh boy EZ 30% gate first"
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@Swiftblade131 said:
What's going on now?
Haven't played in a little while, I usually use Balanced Landing cause it's better
@Swiftblade131 there are certain things you can do the makes it so you can run and not get exhausted. This allows you to have any time sprint burst. Almost like a dead hard that gave you speed.
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@KillermainBTWm8 said:
The doors just need to be distanced from each other. If the doors are distanced you can easily do this strategy. Get the exit gate to 30% so the light doesn't show. Then hide in a locker. Wait for the killer to come to your exit gate. As soon as they leave hop on the gate. Success!
So EGC should just return to the hatch can't be closed? Since by your logic EGC means Survivor Leaves. The fact that you can even 30% a gate without a light being turned on is ridiculous with most of the gate spawns unless they spawn on the same wall. You probably lose as killer.
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Any other suggestions?
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@NuclearBurrito said:
"Killer's" Don't represent a single unified voice.
Some people will say one thing and others will disagree. And if that thing goes through then those that weren't advocating for it will obviously speak up. And if they are someone like me who joined after the change then they might not even know things used to be different. I only know because I'm obsessive about reading patch notes.
I was referring to killer types. Not killers? Also what are you getting at?
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So what is your plan? @CoffengMin or did you just come here to add nothing positive?
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@Awakey said:
Love method 1. Seems like it would fix quite a few problems.
Thank you, It simply shows number changes will not fix. If you buff gen speeds one mistake means survivor team lost. 3 Gens are super stronger then. Revert healing times as suggest will not fix the rush now that it is noticed. @Masantonio
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Then you have quick heals and injuring and trying to keep pressure is useless.
@CoffengMin again we need more than just a stat change it is a mechanic problem.
Even with the revert it shows gens are also an issue. The rush will happen now since it is known a killer can't keep pressure everywhere. How much of an issue wasn't noticed until healing was nerfed.
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@CoffengMin said:
as someone else said , this is killers fault for crying too much , we no longer heal , give them easier hooks and in return we now have 4 perk builds instead of 3 with sc being basically necesary back then and gen rush even faster , maybe they sould have valued the time we gave them with sc instead , and now look a the forums , "stop the genrush","do something about it" blah blah blah...
So what are your suggestions @CoffengMin? Just because a change was made doesn't mean it was the right one.
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@artist said:
I mean, you're already punished for not healing (1 shot, being loud, leaving blood). I don't see why it needs to be punished even more. your next chase is guaranteed to be shorter if ur 1 shot instead of 2
Without slugging a killer can still only manager one person. Not healing is essentially rushing the game from a different perspective. Similar to nurse it is ignoring game play mechanics. You should want to heal as a survivor due to worse penalty without being healed. I would love to see you losing mass amounts of blood and being fine for minutes. It simply is a side objective at this point. If you rush fast enough you get your free heal from adrenaline.
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@Aven_Fallen said:
Use Thanatophobia.
Killers asked for a Healing Nerf. They got it. Now nobody heals, because it takes too long.
It's effect isn't worth being a perk. I didn't request a healing nerf. I simply think it was put in the wrong direction too far. I have seen old healing speeds and it was true it was not a value of trying to keep everyone injured trying to apply pressure to everyone. Because people were healed too fast to make a difference. However, it is still rather quick and the games simply can be rushed to make being injured not a problem. A perk should not be a neccessity to a game. It is suppose to be a slight buff not a gameplay changer.
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@thedevalex said:
Object has been out for 3 years. Only now with the introduction of Ghostface is it actually a "problem" that people are complaining about. This means that it's not the perk that is a problem, it is how it works against stealth killers. So, simply just disable detection perks against stealth killers.
It already has a massive downside, having your location revealed. This perk is not a problem to normal killers if you know how to deal with it.
Very much so would be the only change it needs.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/575776#Comment_575776
Countering Alert by not breaking stuff is like countering Bitter Murmur by not repairing generators.
@Orion they can counter NOED by this logic as well. Never do gens they are bad for you!
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@TeambossFloze said:
She is strong but only in the hands of the right person, If I play nurse i'll be lucky to get one kill - she has a very high ceiling of play I think and kudos to ppl who want to practice and get good with her.
@TeambossFloze I really think the arguement that nurse has a "High Skill Cap" is a bunch of bogus tbh. It is simply muscle memory. How do you skill a straight line?
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@Peanits said:
That's easy enough. If you know someone's using Spine Chill, look away from them as you approach. If you know they're using alert, don't break stuff as your approach. You can save yourself a perk slot just by using your noodle, even.
Spine Chill actually used to be meta back in the Wraith/Spine Chill meta of early 2016. There's definitely counterplay there.
Unfortunately unless you walk backwards as wraith the entire game there is no counter-play to Object of Obsession. @Peanits
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@ClogWench said:
Perk: Getting Wood
You're skilled at working wood with your hands. You can collect scraps of wood anywhere a killer has broken a pallet. After collecting 6/5/4 scraps you can reconstruct a pallet.
Sounds nice. However, I prefer Craftsman or something else as the name. @ClogWench
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@The_Daydreamer said:
I am really wondering how long do you need to get to a hook. I personally love hookblocking survivor, because they are now injured or another one is down. As a killer you nearly always get a win-win situation.
Smack one and their collision is gone, so no need to fear. And if all survivors are their then take the free hits, they are all injured and no one is doing the objective.
So, no problem here. Just calm down.
If the survivor is really good at wiggling you have 10 seconds as killer.
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@Boosted_Dwight said:
https://forum.deadbydaylight.com/en/discussion/comment/574816#Comment_574816
Omg this would make me rip my hair off
Exactly it would be worth a perk slot @Boosted_Dwight
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Thanks it would be a simple change. Would make you want to cleanse the totem.
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Happy Birthday man!
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I wonder if ruin made the skill checks go in reverse so they spun random directions and possibly rotated. Would this help make it harder than a simple tap of space. Like the skillcheck spins clockwise while the tick part spins counter-clockwise. To me that is ruining your chances at hitting great skill checks as well.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/573983#Comment_573983
I am not disagreeing that Survivors would still have 4x as many perks. What I am saying is that the impact of giving each player a perk is not equal on both sides because you are not adding the same number of perks on both sides (not that I am advocating that such a thing should happen).
I simply think you don't know the purpose of ratios. If you added 4 perk slots to killer and one to each survivor you would have.
8/20 which would break down to a 2:5 ratio which if you compared it to a 1:4 ratio for every extra perk a survivor has the killer has double from the previous ratio rendering killers op. When you balance around a ratio you keep it consistent in terms of balance between the two. You are looking at the power of perks between killer and survivor which you are right in this 4v1 the perks of the 4 out perform the perks of the 1.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/573867#Comment_573867
@Jdsgames It kinda does as survivor perks have more impact than killer perks.
"(Besides perks being stronger/weaker is a different debate)" I was simply saying the ratio of killer to survivor perks would still be equivalent the balance as far as math goes is the same. Only change is as you stated survivor perks are more game changers than killer perks. Which was also not my debate.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/573908#Comment_573908
I don't think you understand how ratios function in this scenario.
No, I don't think you understand how ratios work. It is currently a 1:4 ratio. Meaning survivors have 4x as many perks as the killer. a 5:20 which breaks down to 1:4 which means the survivors still has 4x as many perks as killer. As I stated earlier without considering who's perks are better. The survivors are still 4x the perks as killer nothing changes. Although, I would agree a 5th survivor perk would make more survivors god tier rather than making god tier killers. I am simply saying math 1:4 = 1:4 it doesn't change.
Similar if we only had the following perks:
1:4
2:8
3:12
4:16
5:20
They all break down to 1:4 they are the same ratio. Similar to fractions 1/2 cup is 2/4 cup equivalent.
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@NoShinyPony said:
Honestly, you get 1,000,000 BP in 1-2 session(s) of playing killer. (And survivor BP are getting buffed so we have to see how this will go.) A better pipping/ranking and matchmaking system would be a better motivation to get to the high ranks.
Instead of bonus BP, I'd like to see a simple skin as a reward for getting to rank 1 each season. It can be really, really simple like just a red shirt with a "1", for example.
It's more about the principle that a skin that would only be available for a certain amount of time and that can't be obtained any other way would be a so much better motivation than bonus BP.
I would love to know your secrets @NoShinyPony
32k Max Points x 605% = Assuming 5 Anniversary Cakes and BBQ equates to: 193,600 blood points at max. Assuming you had a perfect game and setup. This would take at least 5 matches as killer.
The average 25k per game at only double with bbq is 50k a match which takes a bit more than two sessions. I think you meant two hours.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/573867#Comment_573867
Yes, so for every one slot the Killer gets, Survivors get four. So the ratio shows that such a change benefits the Survivor side four times as much as the Killer side.
No survivors have always had 4x as many perks. The change doesn't benefit the survivors more than the original ratio. (Besides perks being stronger/weaker is a different debate) If the ratio doesn't change its effects as far as the math goes doesn't change it is still a 1/4 ratio.
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/573825#Comment_573825
Don't hold your breath for the map reworks. The guy in charge of reworking the maps gave us the gems you know and love today. What could go wrong?
I am looking at the gems we got for Badham which are alright on both sides. @BadMrFrosty every new guy makes mistakes. With newer tools and extra work they probably have more assets and design concepts then when most of those maps came out. They have acknowledge totem spots are ######### and some building designs lead to unfair advantages. Cut people some slack.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/571391#Comment_571391
It is. 4 vs. 16 becomes 5 vs. 20.
Hey I just wanted to point out 4vs16 breaks down to 1/4 and 5/20 breaks down to 1/4 the ratio doesn't change XD. @TAG